With the support of Ubisoft, Rennes School of Business and Artefacto are creating a specialisation in “Business Gamification” for “the Management of innovative projects in mixed reality”.
The goal of this certificate is to develop skills for managers able to integrate VR/AR perspective in their projects to support digital transformation in companies.
This specialisation is structured over two semesters. The MSc Sports and Tourism Management is particularly affected by the development of e-sports and gamification in the leisure sectors.
Rennes School of Business ensures compliance with academic rules, provide educational spaces and resources and issue a certificate in Corporate Gamification.
“We are proud of this partnership, which further strengthens the School’s digital offering and our place in the creative economy. Moreover, this link with Artefacto and Ubisoft, founded in Brittany and now one of the world leaders in the creation, publishing and distribution of video games and interactive services, shows our commitment to creating offers with innovative companies in many areas of excellence.”
Thomas Froehlicher, CEO and Dean of Rennes School of Business
French and international students from the various Rennes School of Business programmes are able to apply to take this exclusive module. (Experienced coders welcome!)
- Intake : September
- Total training programme hours: 125h
- Online training &/or Rennes SB Campus / Artefacto (Rennes)
A blended learning format
The first part, presented in two sections of 40 hours each, created by Ubisoft and deployed by Knowledge One in the form of two online modules in an entertaining format called “The Game Creators’ Odyssey“, will allow students to acquire knowledge about the mechanisms and best practices of game design. Artefacto will supervise and manage the monitoring of these modules.
The programme is divided into two sections.
- The first section, Rational Approach to Game Design, explores the ways in which games are designed, including player skills, game mechanics and atomic elements, as well as signs and their feedback. The main objective is to make students understand how innovative mechanics are created, by analysing and rationalising different game structures.
- The second section, Rational Approach to Level Design, presents various methods to create immersive worlds and offer players entertaining gaming experiences. The main goal is to help students understand how to create games while ensuring they feature variety, consistent player motivation and good flow. Many design practices and prototyping activities will contribute to this goal.
Artefacto’s objective is clear: to train the future managers of companies so that they become experts in the design and implementation of innovative digital projects.
Valérie Cottereau, Artefacto CEO
Artefacto, specialising in virtual and augmented reality, will provide a 30-hour additional module in part 2 on project management in mixed reality, consisting of theoretical courses and workshops. Students will, among other things, apply the knowledge acquired in part 1 and present their ideas for implementing an immersive project while meeting a business need.
PART 1 – Game Creators’ Odyssey
To get strong knowledges in game mechanics and good practices in game design
- ACT 1 – Rational Game Design (RGD)
– Adopt rational game design to create fun and innovative games
– Improve productivity from conception to production
– Use gained knowledge of rational game design andcreate their own game concept
– Learn to define design principles and terminologies currently used by Ubisoft’s developers.
– Presentation of your game concept to a jury
- ACT 2 – Rational Level Design (RLD)
Understand how different game components contribute to the construction of game levels
– Create functional models of game levels that are consistent with predetermined mechanics, characters and story structures
– Apply principles of design theory to create games that respond successfully to different markets and technologies
– Presentation of the prototype of your own game to a jury
PART 2 – XR Project Management
How to manage XR related projects applying Artefacto expertise and game design methods
- ACT 1 – XR Project Management Methods
The different existing XR technologies and uses
– XR Project Management
Main features of an XR Project Management and key positions in a XR Project team
– Specifications and Functionalities
Definition of needs, functionalities and pitfalls to avoid
- ACT 2 – Workshop on specifications and functionalities
– 3 days – 3 steps (presentation of topics / presentations of specifications to the jury / Presentation of functionalities to the jury)
– Team project
– Work on realistic projects
An Artefacto tutor will be dedicated to each team.